~UDiversitY of Colorado at Boulder

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~UDiversitY
of Colorado at Boulder
Center for lifeLong Learning and Design (13D)
Department of Computer Science
ECOT 717 Engineering Center
Campus Box 430
Boulder, Colorado 8Q309--{t430
(303) 492-1592, FAX: (303) 492-2844
From Domain Modeling to
Collaborative Domain Construction
Gerhard Fischerl, Stefanie Lindstaede ,2, Jonathan Ostwaldl,2, Markus Stolze l ,
Tamara Sumner! and Beatrix Zimmermann 2
lDepartment of Computer Science and the
Center for LifeLong Learning and Design
University of Colorado at Boulder
Boulder, CO 80309-0430
gerhard@cs.colorado.edu
2NYNEX Science & Technology (S&T)
500 Westchester Avenue
White Plains, NY 10604
bZ®nynexst.com
DIS'95 (Ann Arbor, MI), 1995 ACM, pp. 75-
85
From Domain Modeling to
Collaborative Domain Construction
Gerhard Fischer, Stefanie lindstaedtl ,2, Jonathan Ostwald1.2,
Markus Stolze l , Tamara Sumnerl , Beatrix Zimmermann 2
I
Department of Computer Science and the Center for LifeLong Learning and Design
University of Colorado
Boulder, CO USA 80309-0430
Email: (gerhard, stefanie, ostwald, stolze, sumner)@cs.colorado.edu
2
NYNEX Science and Technology
500 Westchester Avenue
White Plains, NY 10604
Email: bz@nynexst.com
ABSTRACT
Domain-oriented systems embody a model of the entities to
be manipulated and the tasks to be perfonned. Spreadsheets,
one of the most commercially successful software
applications of all time, are often cited as an example of a
system oriented towards the domain of financial modeling
and accounting. The domain model provided by spreadsheets
includes numerical entities such as monetary values and
dates, a tabular representation for viewing these entities, and
operations for manipUlating the entities such as statistical
and financial functions. In our work, we have focused on
providing richer domain models than those found in
commercial systems such as spreadsheets. These rich
models allow our domain-oriented design environments to
provide knowledge-based assistance to users engaged in illstructured design tasks [10, 19].
Domain-oriented systems offer many potential benefits for
end-users such as more intuitive interfaces, better task
support, and knowledge-based assistance. A key challenge
for system developers constructing domain-oriented systems
is determining what the current domain is and what the
future domain should be; i.e. what entities should the
system embody and how should they be represented.
Detennining an appropriate domain model is challenging
because domains are not static entities that objectively
exist, but instead they are dynamic entities that are
constructed over time by a community of practice. New
software development models and new computational tools
are needed that support these communities to create initial
models of the domain and to evolve these models over time
to meet changing needs and practices. We describe a specific
software development model and computational tools that
enable domain practitioners to participate in domain
construction processes.
While, on the whole, the outlook for domain-oriented
systems is optimistic, they are not without their drawbacks.
First, determining what the domain model should be and
constructing the model is a difficult and time-consuming
process. Second, the world is not static; what should be in
the domain model changes over time as technology and
practices evolve. Finally, many domain-oriented systems
are too rigid and limited to support the rich set of tasks that
professional practitioners need to perform. Nardi found that
professional slide makers preferred generic graphic tools to
slide making-specific software for this very reason [22]. In
our view, these drawbacks to domain-oriented systems can
be avoided or minimized by moving the system
development process from a domain modeling approach
towards a collaborative domain construction approach.
KEYWORDS: software design, domain-oriented design
environments,
construction
design,
domain
modeling, domain
INTRODUCTION
Orienting software systems towards specific domains or
tasks has been heralded by many researchers as a means of
making software both more useful and more usable [9, 11,
20, 21, 29]. Domain-oriented software is more usable than
generic software because users directly interact with familiar
entities and do not need to learn new computer-specific
concepts [II]. It is more useful than generic software
because the provided functionality directly targets tasks
relevant to the domain and users do not have to build up
desired behaviors from other lower-level operations [17]. In
our work, we have created numerous domain-oriented design
environments and domain-oriented visual programming
languages for domains such as kitchen design, network
design, voice dialog design, and telephone service
provisioning [8,18,25.27.281.
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The domain modeli ng approach assumes there exists a
common conceptual model of the domain shared by all
practitioners and the problem is simply to identify what
this model is and codify it [24]. This approach falls into the
category of first generation design methods [6, 30] that
assume a strict separation between design, use, and
implementation phases. In the design phase, these
approaches try to identify the domain model through
knowledge acquisition practices [3] such as interviewing
selected domain experts. As such, these approaches do not
acknowledge the situated [32] and tacit [23] nature of
75
b
d
professional expertise. In the implementation phase, these
approaches adopt an engineering perspective in that they
emphasize domain model representations rooted in
computational fonnalisms rather than representations rooted
in work practices. The result is domain models that cannot
be inspected or modified by domain practitioners to reflect
changing work practices.
information systems and voice messaging systems. These
applications consist of a series of voice-prompted menus
requesting the user to perform certain actions; e .g., "to
listen to your messages, press l." The caller issues
commands by pressing touch-tone buttons on the telephone
keypad and the system responds with appropriate voice
phrases and prompts.
The domain construction approach address these
shortcomings by explicitly acknowledging that shared
domain models do not de facto exist but instead are socially
constructed over time by communities of practice. As such,
this approach emphasizes the prominent role of
communication and mutual learning between domain
practitioners and system developers both in constructing an
initial model of the domain rooted in domain practice, and
in evolving this model over time to suit the changing needs
of practitioners. Mutual learning is required because
developers need to learn about the current domain and
practitioners need to learn how current practices might be
transcended with new technologies. Computational tools
and new models of software development are needed that
promote communication and mutual learning by all design
stakeholders throughout the design and evolution of .their
domain-oriented system.
Designing in this domain means specifying the interface for
an application at a detailed level. There are two main facets
to the designer's job: constructing the design and
communicating the evolving design to other design
stakeholders such as marketing and the vendor organization.
Towards this end, the designers have created different design
representations tailored to the special needs of each of the
major stakeholder groups . Flow charts are the primary
design representation and are constructed to communicate
the essential aspects of the interface such as spoken
prompts, menus, and control flow to the marketing and
vendor organizations. Additional detailed design information
is presented in a separate table representation that is
primarily constructed for the vendor organization.
However, as Figure I shows, both the representations and
the objects these representations depict have considerably
evolved over time. As these practitioners worked, they
constructed their domain by refining existing objects and
representations and by creating new objects and
representations. Sometimes these changes were introduced
simply to improve operations; other times they were
introduced to overcome specific problems in their design
activities.
In this paper, we will present software development models
and tools that support mutual learning during the domain
construction process. We begin this paper by illustrating
how domains are socially constructed over time with a story
drawn from our empirical investigations of design practices.
Next, we describe a new model for software development
and discuss how this model supports the social construction
and evolutionary aspects of domains. Finally, we present
software tools that we have used to create various domainoriented systems and assess how well these tools support
the domain construction process.
The design languages; i.e., the objects and representations,
used by this community went through a maturation process
as they progressively evolved from being ill-defined to welldefined. The original.textual specifications (Figure I, left
side) were ill-defined because important aspects of the
domain were not made explicit by the representation.
Important interface features were buried in the middle of
paragraphs and this resulted in design errors and
communication breakdowns. As designers recognized
common breakdowns in the design process, they created
objects and representations to overcome these breakdowns.
For instance, the initial table representations (Figure I.
middle) were created to satisfy the vendor organization that
needed to easily see all possible actions the system was to
perfonn in response to user input. One lead designer became
concerned that the marketing organization was no longer
bothering to read the textual specifications due to their
complexity . He pioneered the use of flow charts and tables
(Figure I . right side) as the primary design representations.
These representations have changed significantly since their
initial introduction as designers have tried to improve their
visual clarity and as other stakeholders have suggested
further refinements. These representations are well-defined
because they make more explicit significant domain objects
and their relationships . Because these well-defined
representations were socially constructed by all design
stakeholders, their interpretation is shared and standardized.
EXAMPLE: CONSTRUCTING THE VOICE DIALOG'
DESIGN DOMAIN
A domain consists of the set of objects, representations, and
practices capable of expressing important distinctions in the
range of problems that practitioners need to solve. As such,
domains are actively created by domain practitioners from
insights gained and breakdowns in reoccurring work
acti vi ties [35) . In this section, the experiences of a
particular set of domain practitioners are presented - voice
dialog designers at a regional phone company . This story is
an excerpt from a long-term case study of these designers'
work practices (33). The point of the story is twofold .
First, it illustrates how a diverse group of design
stakeholders collectively constructed their domain over a
three year period. Second, it illustrates how domain
practitioners and system developers can develop tools to
support new ways of working by viewing the system
design process as one of collaborative domain construction.
Social Domain Construction
Voice dialog designers create software applications that have
phone-based user interfaces. Typical applications are voice
76
Supremacy of textual
specifications
Augmentation of text with
simple tables and flow charts
When the mailbox is entered the
system will play,
"PLEASE
ENTER YOUR SECURITY CODE
NOW."
I f the user does not respond, the
system plays, "are you still
there? PLEASE CHECK YOUR
SECURITY CODE
AND
ENTER IT NOW."
Emergence of elaborate flows and tables
as preferred representational system
Phrase (B): "Please enter your security code now."
ACTION
EXPECTED RESPONSE
GOTO
timeout
Are you still there? Please ...
B.1
invalid
I'm sorry that is not the ...
B.1
press
*
A
If the user enters an invalid code,
the system plays, "I'm sony that
is not The correCT security code. "
If the user presses *, the system
backs out to open trees.
Now
Pre 1991
4
Ia
As time progresses, more objects populate the domain and are incorporated into increasingly formal representations.
Two types of system responses are
distinguished: phrases (all caps) and
messages (italics). Possible user
actions are described in indented text.
Control flow is described using
natural language.
These tables depict possible actions after
phrases request users to cb something.
Phrases are assigned identifiers which are
bold letter/number combinations. The
identifiers are interspersed into the text to
tie it to the tables.
The phrase tables have evolved into two
distinct entities: prompts and voice menus.
Messages are still represented distinctly. New
objects such as decision points and
inputters are now represented in the flow
charts. Cootrol flow is depicted graphically
with links. Every object in the flow chart has
an identifier that ties it to a correspoooing
table representation.
Figure I: Construction of the Voice Dialog Design Domain
mta
2A
,I
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-
;
/
I
Products
l
/
/
\
Well-defined
Design Languages
\
\
I
Unsupported Domain Construction
Supported Domain Construction
Figure 2: Unsupported versus Supported Domain Construction
With unsupported domain construction (A) , it is practices that are enriched and serve to
perpetuate well-defined design languages . With supported domain construction (B). tools
can also be enriched with domain knowledge. The resulting computationally interpretable
design language serves to tightly couple design practices. tools. and products.
dependencies hindered the designers' beneficial iterative
design process by making iteration slower and more costly.
However, it would be a mistake to assume that these
current flow chart and table representations contain all
relevant domain Objects and relationships; i.e. that these are
the final "picture" and will never change. There are many
aspects of this domain that are still being developed and
will be furthered refined as the result of ongoing design
activities. In this sense, the maturation process is never
complete but instead is ongoing and continuous.
Figure 2a illustrates how in the voice dialog design
situation described above. the designers' tools. products. and
practices are loosely coupled by well-defined design
languages; we call this "unsupported domain construction ."
The coupling is loose and unsupported because it is largely
the designers' practices that have evolved to incorporate
their understanding of the domain and the tools remain
unenriched with any domain knowledge.
The voice dialog design story illustrates how design
languages are socially constructed over time as important
objects and their relationships emerge and are incorporated
into design representations. We call this process "domain
construction." While the maturing of the voice dialog
design languages definitely benefited the designers' overall
design activities. this domain construction process W;JS not
without some cost. The problem is that the domain
construction process is not supported by the designers'
software tools.
Transcending Current Practices
We claim that a more desirable outcome is for tools to be
enriched with some understanding of the domain. This
enriching would: (I) allow tools to more directly support
designers' practices by alleviating some of the manual and
cognitive burdens detailed in [33). and (2) enable new work
practices not possible with generic tools.
We call this enriching process "supported domain
construction," where the designers' tools, products, and
practices are tightly coupled by computationally
interpretable design languages (Figure 2b) .
Computationally interpretable languages are shared by
domain practitioners and their tools . Enriching tools with
interpretable languages is the nex t step in an ongoing
domain maturation process . These languages differ from
traditional domain models created with first generation
domain modeling techniques in that their representation is
firmly rooted in the work practices of the practitioners
rather than in the world of computational formalisms . As
such . interpretable design languages are meant to be
inspected and changed by domain practitioners in order to
support the ongoing process of domain construction.
Currently, these designers use generic software tools such
as word processors, databases, and flow charting packages to
construct the necessary design representations. These tools
are "generic" bec;Juse they h;Jve no built in knowledge of
the voice dialog domain . Sumner (33) documented how the
tools' lack of domain knowledge adversely impacted design
practices. As design languages mature. there are more
domain objects represented with greater levels of detail and
more dependencies and relation ships between these objects
across design representations. These details and dependencies
must be maintained so that the various representations are
consistent. Since the tools are generic; i.e .. they have no
knowledge that voice menu PO.OI in the flow chart is
related to voice menu PO.OI in the table representation, the
designers must manua .lly manage these details and
dependencies themselves . Besides being tedious and error
prone. the manual and cognitive burdens of managing these
The Voice Dialog Design Environment (VDDE) is an
example of a system with a computationally interpretable
78
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Figure 3: The Voice Dialog Design Environment
The computationally interpretable design language supported by the VDDE system
is based on the flow chart design representation. The VDDE system transcends
current practices by allowing designers to simulate their design construction at any
time and to critique their design for usability and consistency with the existing
product line.
design language (Figure 3). VDDE is the result of a
collaborative design process between system deVelopers and
the user interface designers described above [29, 34]. One
goal of the VDDE project was to provide a design
environment that enabled user interface designers to quickly
create their own simulations of the audio interfaces being
designed. Design simulations playa crucial role in the
voice dialog design process because they allow domain
practitioners and their customers to directly experience the
final audio interface. Unfortunately, using current software
packages, a simulation for a simple design takes a
professional programmer several days to build; a simulation
for a complex design can take a couple of weeks to produce.
work practices. However, this language transcends the flow
chart representation in that it can be executed to produce
voice output. Supporting design simulation required the
VDDE language to introduce new domain objects not
present in the flow chart. This language was refined through
a series of collaborative design sessions between domain
practitioners and system developers. During these sessions,
successive versions of the language were used by
practitioners to solve existing design problems and
language extensions were driven by breakdowns in use
situations [29].
However, the current VDDE system only partially satisfies
the requirements for supported domain construction. First,
while VDDE is an extensible system that has evolved, the
programming substrate VDDE is built on requires
programming knowledge to add new objects or modify
existing ones. Thus, VDDE does not support domain
practitioners to engage in further domain construction
without the presence of system developers. Second, the
programming substrate only partially supported the rich
bandwidth of communication necessary for collaboration
and mutual learning between system developers and domain
practitioners. The substrate supported mutual learning by
enabling design stakeholders to ground their discussions in
successive prototypes of the language. However, all this
rich discussion was lost in that it was never recorded in a
systematic way. Furthermore, on occasions when system
developers were not present, practitioners needed to
The design language provided by VDDE includes: (I) a
gallery containing objects such as prompts, messages and
voice menus, (2) a worksheet for constructing flow chartlike design representations, (3) a simulation component that
executes the tlow chart to produce an audio presentation of
all prompts and messages, and (4) knowledge bases of
design rules that critique the designs for usability and
consistency with the existing product line. This language
illustrates a first step towards supported domain
construction. Informal tests of the new design language
indicate that simulations that once took designers several
days to build can now be created in a couple of hours.
The core of the VDDE language is based on the flow chart
design representation and is thus rooted in the designers'
79
=
d
PrOducts
remember any insights gained during prototype use or
record them on paper for later communication to system
developers.
SUPPORTING COLLABORATIVE
CONSTRUCTION
DOMAIN
In the first pan of the case study, we saw that domains are
socially constructed over time as domain practitioners try to
improve their work processes. The resulting well-defined
design languages improved their communication with other
stakeholders. However, work practices, such as iterative
design, were negatively impacted because domain
practitioners were unable to make the next step towards
computationally interpretable design languages.
The second part of the case study showed that developers
can help practitioners to make this step and can also assist
practitioners to envision new ways of working made
possible by computational support. The VDDE story
indicated how successive prototypes served as important
artifacts for grounding communication and facilitating
mutual learning between developers and domain
practitioners . The story also showed that computational
support is required for embedding this communication in
the context of usage breakdowns. Finally, the story showed
that computational architectures are required for enabling
design languages to progressively evolve from ill-defined to
well-defined to computationally interpretable.
IIi-Defined Desigri Languages
Figure 4. A Seed Supporting Domain
Const ruction.
A seed is a system that has two properties:
(I) it is used for normal work practices, and
(2) it has the potential to be enriched to
support computationally interpretable
design languages that tightly couple tools,
products, and practices.
In the remainder of this paper, we present an innovative
tool-supported software development methodology enabling
developer-practitioner communication and mutual learning.
languages or minimally provide the potential to be enriched
with these languages during the evolutionary growth phase.
Providing this potential requires system architectures that
support domain objects and information to incrementally
evolve through representations with increasing formality
[31]; i.e. that support a seamless transition from ill-defined
through well-defined to computationally interpretable design
languages.
Seeding, Evolutionary Growth, and Reseeding
To support domain construction, software development
methodologies must. explicitly acknowledge the
collaborative nature of system design and that ongoing
system adaptations to reflect changing work practices are
inevitable. The SER development model [12] does this by
viewing the system design process as consisting of three
phases: seeding, evolutionary growth, and reseeding.
During the evolutionary growth phase, domain practitioners
modify the seed to better support changing work practices.
These modifications can take the form of adding new
information into the system or refining existing
information or representations. However, practitioners
typically do not have the programming knowledge to make
the necessary modifications nor are they interested in
programming per se [21) . We have prototyped innovative
tools supporting domain practitioners to evolve their
domain objects (31). the tools themselves [7], and
underlying knowledge bases [14). The incremental
formalization approach (31) is particularly promising
because it supports practitioners to progressively evolve
informal textual communication such as electronic mail and
simple text annotations embedded in their design artifacts to
formal computational object-oriented representations. One
challenge to this approach is where does this informal
communication embedded in design artifacts come from?
How does it get embedded into the design artifact? The
Snippets and Expectation Agent systems discussed later
were developed to address these needs. These systems enable
During the seeding phase, system requirements are not so
much analytically specified as they are collaboratively
evolved through an iterative, mutual learning process
involving domain practitioners and system developers . This
practice is what happens whether development methods
acknowledge it or not [2, 5) . The SER model calls for
requirements to evol ve and relies on tools to make this
process more effective . Particularly, tools supporting seed
development assist domain practitioners in envisioning new
ways of working and assist system developers in
understanding current practices. The EVA system described
next provides four types of design representation to
facilitate this process.
The result of the seeding process is a seed (Figure 4) that
has enough functionality for domain practitioners to use it
for their normal work practices. Additionally, this seed
must either provide computationa1\y interpretable design
80
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Figure 5: An Embedded Prototype in EVA
Here, the user has activated a prototype ("provisioning form" in white) by
selecting an icon in a rich picture ("BMO provisioning" in gray). When the user is
finished interacting with the prototype, it disappears from the screen and the user
is once again in the rich picture.
practitIOners to annotate seeds during use and channel
electronic communication on design issue.s through the
evolving seed and deliver this communication to the
relevant design stakeholders.
representations that EVA provides to support domain
construction.
Informal Text and Graphics. Developers need to understand
the current domain. A general understanding can be acquired
through observation of users, interviews with users and
managers, early design meetings, and written documentation
such as preliminary system requirements. Information
produced through these activities is stored in the EVA
system, and provides a context for subsequent domain
construction.
During reseeding, system developers help practitioners to
reorganize and reformulate the information previously
entered. Additionally, reseeding provides an opportunity to
reflect on current practices and again consider new ways of
working.
EVA: Supporting Collaborative Seeding through
Mutual Learning
EVA is a hypermedia-based tool which supports the
collaborative development of seeds by supplying a medium
for communication and mutual learning between
practitioners and developers . EVA is based on the
assumption that communication for mutual learning is best
supported by external representations which are
understandable by both practitioners and developers .
Communication through design representations is difficult
when the communication partners come from different
workplace cultures. Design representations should be
grounded in the current work practices, and yet support
stakeholders to envision possible new domains. In the
following paragraphs we describe four types of
Rich Pictures. Based on a general understanding of the
current domain, rich pictures [4] are created by developers
to identify particular aspects of the existing domain that are
problematic or vaguely understood. Rich pictures are ad hoc
drawings or diagrams that serve as vehicles to help users
explain their domain to developers. Rich pictures do not
have a formal syntax, but do make use of symbols and
diagrammatic conventions to represent a particular situation
in a manner that is understandable by users. Rich pictures
give users the opportunity to identify important aspects of
their work. missing elements and incorrect terminology .
Additionally. rich pictures serve to identify and understand
well-defined aspects of the current domain.
81
Scenarios. While rich pictures help stakeholders to build a
shared understanding of the current domain. scenarios help
to build a shared vision of what the new domain should be.
Scenarios in EVA are textual and graphic representations
that describe tasks that users should be able to perform
using a new system. Scenarios are expressed in domain
language. using terminology and concepts made explicit in
rich pictures. Because they are task-based, scenarios allow
users to think about what they would like to do with a new
system. rather than to articulate system requirements in an
abstract context.
Prototypes. The emphasis of traditional scenario approaches
is to help system builders understand the end user's
requirements. In these approaches. scenarios help to uncover
hidden implications and ambiguities in the requirements
document. In EVA, scenarios provide a context for
interacti ve prototypes. which are concrete representations
that support stakeholders to understand and experience how
formal design languages can support them to do envisioned
tasks. Prototypes are vital for supporting domain
construction because they let practitioners directly
experience possible new ways of working.
In EVA, representations of the types described above are
integrated into a single hypertext structure. thereby
embedding prototypes into the documentation (see Figure
5). Practitioners access and interact with prototypes to
experience what the final system might be like. and record
their comments and critiques in the hypertext. The system
design process is thus driven by communication between
developers and end-users, and grounded by the evolving
software artifact.
developers
domain practitioners
Figure 6: The Snippets system channels
communications between design
stakeholders.
domain practitioners and developers to communicate during
system design and ongoing system adaptation. Snippets
channels communication between stakeholders and stores it
into a database (Figure 6). A database is formed containing
this interaction history. This database can then be either
browsed or queried.
There are two interfaces to the Snippets database:
Annotations and Expectation Agents. Annotations are a
passive front end to Snippets that allows practitioners to
communicate information about the prototype to
developers. Expectation Agents are an active front end to
Snippets that prompts practitioners for comments if
unexpected usage patterns are detected [15].
The EVA system was used to develop a prototype for
service representatives at NYNEX. The service
representatives were moving from a mainframe environment
to desktop workstations and needed help envisioning how
their work practices could be changed. The project was
successful in promoting mutual education among design
stakeholders in that system developers and service
representati ves were able to create a shared vision of what
the new environment should be. Rich pictures proved
effective for eliciting domain knowledge from practitioners
and for grounding scenarios of future work practices.
Practitioners and managers particularly appreciated that the
progress of the design was clearly visible, a sharp contrast
to traditional software development projects. This project's
successful emphasis on communication inspired the
creation of the next generation of software development
tools described below.
Annotations enable domain practitioners to record informal
comments about the evolving prototype. These annotations
are attached to the objects in the prototype and thus can be
viewed by developers in the context of the use situation that
triggered the comment. When an annotation is made, the
Snippets system automatically forwards this information to
the appropriate developers.
Expectation agents represent developers' expectation of how
the seed will be used. In the design phase, domain
Snippets and Expectation Agents: Supporting
Communication during Design and Use
As mentioned above. in the process of designing a seed, a
prototype is formed to explicitly describe the system being
created. This prototype may be used to elicit and clarify
requirements for the seed and in some cases, can evolve into
the seed itself. The Snippets system was developed to keep
track of requirements and design decisions, and support
Figure 7: Expectation agent interaction.
82
practitioners often assess the prototype against scenarios of
their work practices. If the prototype is used in a manner
different from how the developer envisioned, this may
indicate a breakdown in the shared understanding of what the
system requirements are . Expectation agents catch this
potential breakdown and promote discussion between the
developer and the cun'ent user . This is done by initiating a
dialog explaining the developer's expectation and eliciting a
response from the user (see Figure 7). The user can then
explain how this current scenario or set of scenarios deviate
from the developer's expectation . This user response, along
with an interaction history, is then forwarded to the
developers as well as logged into the Snippets database .
This active elicitation of user input promotes a larger group
of domain practitioners to participate in the software design
process.
While developing a system for service representatives at
NYNEX, we ot.served how informal communication takes
place. Users and devel opers pioneered practices. such as
special notebooks dedic ated to comments about the
evolving prototype, that served to keep this informal
communication tied to the artifact being developed. These
observations indicate that it is beneficial to channel
communication through the prototype since this
communication is crucial for understanding how and why
the prototype evolved [I, 16] . The snippets system
capitalizes on the success of electronic mail as an informal
communication device. By allowing communication to take
place through the prototype, the information in the snippet
database can then be progressively formalized into
computationally interpretable design languages.
DISCUSSION
EV A, Snippets, and Expectation Agents have been applied
in system building efforts inside NYNEX. EVA was
applied successfully in the early development of a system
for service representatives . It enhanced the process of
mutual learning between system developers and service
representatives through the use of embedded texts, graphics,
rich pictures, scenarios, and prototypes . This collection of
documents and representations was also used successfully to
inform new developers joining the project. The Snippets
system and the Expectation Agents have so far only been
used in experimental settings. But informal evaluations and
previous experiences with similar paper based methods
suggest that such computational support is helpful.
Another issue which has to be addressed is that the tools
described in this paper are not sufficiently integrated.
Currently, the information in EVA can not be accessed after
the seed building process is completed. It would be more
appropriate to make this information also available during
seed evolution. This would not only allow stakeholders to
discuss elements of the evolving seed but also allow them
to refer to initial design and analysis information.
Another important issue we have not dealt with in the
presented systems is that domain construction requires tools
to support ongoing system development and system
adaptation . Practitioners need support to evolve their design
language and to extend the seed appropriately. In our
research group at the University of Colorado at Boulder we
have also built systems which support parts of this process
(e.g. HOS [31]. Modifier [14], and Programmable Design
Environments [7]). So far these systems assume
unchanging visual design representations for the evolving
domain abstractions . The voice dialog design case study
suggests that practitioners also need support in creating and
evolving their own visual design representations in order to
communicate with different design stakeholders. We are
currently integrating and extending these tools to fit the
domain construction model.
In addition to the communication-oriented tools we have
presented here, system developers need computational
support to implement the initial seed. One solution is to
supply developers with a seed development substrate which
already provides building blocks for basic components in a
domain oriented system (e.g. construction kits and
catalogs). In our research we have explored different
architectures for such substrates (e .g. Agentsheets [26].
HYDRA [13]). Further work is needed to turn these
substrates into appropriate tools for domain construction.
SUMMARY
In this paper, we introduced an innovative software
development model promoting domain construction and
presented tools that support domain practit ioners and
software developers in this collaborative effort. The case
study of the voice dialog design domain illustrated how
social domain construction takes place in real world sellings
and enabled us to identify ways in which computational
tools can support this domain construction process . Three
tool s - EVA, Snippets, and Expectation Agents - were
presented that support seed development and evolutionary
growth. particularly in the area of enhancing developerpractitioner communication. We are convinced that the
combination of integrated communication tool s such as
these together with programming support tools for
developers (e.g., substrates) and practitioners (e .g .,
incremental formalization) will enable the construction of
domain oriented systems that are both useful and usable.
EVA. Snippets. and Expectation Agents support
communication between system developers and domain
practitioners. As such, they enable a collaborative domain
construction process that transcends the traditional domain
modeling approach by dealing with the realities of
fluctuating system requirements, changing domains. and
evolving work practices . However in many contexts,
organizational barriers have to be overcome before such an
evolutionary development approach wi" receive the
necessary support from management.
ACKNOWLEDGMENTS
We thank the designers at U S WEST Advanced
Technologies and the service representatives at NYNEX for
their help during this project. We thank Andrea s
83
d
Girgensohn for his work with Expectation Agents. We also
ank the members of the Center for LifeLong Learning and
l:>es ign at the University of Colorado for helpful
discussions on these issues. This research was supported by
_;r'NEX, U S WEST Advanced Technologies, ARPA under
grant No. N66001-94-C-6038, and NSF and ARPA under
cooperative agreement No. CDA-940860.
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T . Sumner, "Embedding Critics in Design
Environments," The Knowledge Engineering Review,
Vol. 8, pp. 285-307, 1993.
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